Introduction
Elena is a nature lover from Kenya. She employs Capoeira, a martial art that combines elements of dance, acrobatics and music which matches her light-hearted personality. She first appears in Street Fighter III: New Generation.
Elena is a rushdown and middle range poking character specialized in EX Move Combos, her main gameplan is a keepaway footsie and anti aerial counter defensive to gain stock for an offensive EX Moves and meaty rush plan. She has some very tricky animations that can be hard to keep up with, allowing her to make opponents trip themselves up with incorrect reads that she can then exploit.
Super Arts
SA1: Spinning Beat
Having a super that stocks up to 3 times and has short bars is great for any character, especially one as EX-move dependent as Elena. It's a good combo ender and anti-air option, making it a solid choice versus the Twins. It also has enough i-frames to bypass any taunt setplay from Dudley, and punish him for it. Its major downside is how incredibly minus it is on block, and how it tends to fall out at longer ranges on her cancellable normals.
SA2: Brave Dance
Having 2 stocks and medium length bars ensure that its as viable as SA1 for EX-move usage, but where it really shines is how much more of a threat it adds to Elena's overall gameplan. It doesn't drop at longer ranges like SA1 does, allowing for it to be buffered after 2MP, and has post-super juggle options in corner, making it a terrifying finishing tool. Its also nearly as a good a reversal as SA1, though it does suffer a bit in this regard due to it having less i-frames and anti-air potential as the latter. Still the preferred super in most match-ups.
SA3: Healing
While its infamous for its USFIV iteration, Healing is much less notable as a super here, due in part to its lack of multiple stocks and lengthy bar. This means that once selected, Elena commits to a far more defensive playstyle, and has to choose between using it and EX moves. Due to its length, its best used after throw KDs or DP KDs. Its quite useful in matchups against slower characters who output quite a lot of damage, or stick to the air, specifically Hugo, Q, and Necro. Furthermore, it can be ended early by pressing any two punch buttons simultaneously, allowing one to avoid SA punishes from characters like Makoto or Chun-Li.
Strengths | Weaknesses |
---|---|
|
|
Elena #3S_EL | |
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Vitals | |
Life Points | 1000 |
Stun Points | 64 |
Super Art Stock/Size | |
SA1 | 3/80 |
SA2 | 2/104 |
SA3 | 1/128 |
Ground Movement | |
Forward Dash duration/distance | 13 (16) (106px) |
Back Dash duration/distance | 25 (112px) |
Jumping | |
Back Jump duration | 39(4+33+2) |
Neutral Jump duration | 39(4+33+2) |
Forward Jump duration | 39(4+33+2) |
Back Super Jump duration | 55(7+46+2) |
Neutral Super Jump duration | 55(7+46+2) |
Forward Super Jump duration | 55(7+46+2) |
Wake up | |
Wake up duration | 64 |
Quick rise duration | 50 |
3S Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Command Normals
6MP
6MK
4HK
3HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Target Combos
Throws
LPLK
Universal Overhead
MPMK
Taunt
HPHK
Special Moves
623K
41236K
63214P
214K
421K
Super Arts
236236K (SA1)
236236K (SA2)
236236P (SA3)